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Why I don't GM by the nose
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<blockquote data-quote="Haltherrion" data-source="post: 5387465" data-attributes="member: 18253"><p>I don't mean it in the sense of training them to like puzzles. I mean it in the sense of training a neural net response: you give them stimulus and help them understand the response. Specifically, you show them that their actions matter and you create situations where they have to make some difficult choices.</p><p> </p><p>Put the opposite way to illustrate, if as a ref, all game time to date shows them that their choices do not matter, that the ref thinks there is a 'right' answer to everything, that challenges will be overcome regardless of whether the players come up with good solutions, then the ref has trained them to not bother with your plot twists or worry about your puzzles.</p><p> </p><p>It's a weaker use of 'train.' As I said elsewhere on this thread, not everyone is into puzzles and that's fine.</p><p> </p><p>If you don't care for the word "train", consider "demonstrate" instead. Over the course of your game, you will demonstrate your style, how much freedom you allow players, how much their decisions matter. If you demonstrate that their choices count, that they have consequences, they will be much more likely to put some effort into these choices, some of which might be a difficult problem, a few might be a classical puzzle.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5387465, member: 18253"] I don't mean it in the sense of training them to like puzzles. I mean it in the sense of training a neural net response: you give them stimulus and help them understand the response. Specifically, you show them that their actions matter and you create situations where they have to make some difficult choices. Put the opposite way to illustrate, if as a ref, all game time to date shows them that their choices do not matter, that the ref thinks there is a 'right' answer to everything, that challenges will be overcome regardless of whether the players come up with good solutions, then the ref has trained them to not bother with your plot twists or worry about your puzzles. It's a weaker use of 'train.' As I said elsewhere on this thread, not everyone is into puzzles and that's fine. If you don't care for the word "train", consider "demonstrate" instead. Over the course of your game, you will demonstrate your style, how much freedom you allow players, how much their decisions matter. If you demonstrate that their choices count, that they have consequences, they will be much more likely to put some effort into these choices, some of which might be a difficult problem, a few might be a classical puzzle. [/QUOTE]
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